Those of you who had been following my articles at BeNews last year, you probably remember the France-based RealTech-VR and their effort to bring a Direct3D-to-OpenGL wrapper to the BeOS. The company paused most of that effort when was clear that BeOS was stopped being developed, but after pressure from the community, they have now open sourced their D3D-2-GL implementation and work has already started to port the wrapper to MacOS and Linux in an effort to bring Direct 3D to more alternative operating systems. Today we feature a mini-interview with Stephane Denis of RealTech-VR about the implementation.

"Writing a mapping from GL -> DX is much harder than writing one from GL -> DX because DX incorporates a lot more features,..."

I agree that DX is more complex due to its object nature, but once you understand the DX object functions and data structures and their relationships to the OpenGL framework it becomes a lot simpler to do the API conversion.